Thursday 29 September 2022

Bonelab Review: Unrelenting Intensity Meets Mainstream VR On Quest 2

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Bonelab, the sequel to the 2019 hit Boneworks from Stress Level Zero, is available now on Meta Quest 2 and PC VR. Does it live up to the hype? Here’s our full Bonelab review.

As one of the most anticipated VR releases of the year, Bonelab has some pretty big shoes to fill. Its predecessor Boneworks may not have been perfect, but it was incredibly popular and is often regarded as a seminal VR title.

Three years later, Bonelab carries that legacy forward and onto Quest 2 for the first time, bringing the franchise to a whole new player base. Stress Level Zero has grafted the meat and muscle from Boneworks to create Bonelab, a follow-up that shares much of the DNA of its fore-bearer – for better and for worse.

Bonelab Review The Facts

Platforms: PC VR via Steam and Meta, Quest 2 (Review conducted on Quest 2)
Release Date: Out now
Developer: Stress Level Zero
Price: $39.99

Boneworks introduced a novel approach towards interactions in VR, giving all items a real sense of weight and openly inviting the player to roleplay along with the game. The game advised players that “if you physically imagine you are holding the heavy object, you will have an easier time moving it.”

That’s the core philosophy driving Stress Level Zero’s Marrow1 Interaction Engine, developed for Boneworks and now used in Bonelab. Everything you loved (and perhaps hated) about Boneworks’ interactions have transferred across into Bonelab. This means you’ll have to act out in pantomime when lifting objects for the best results, but it also means there’s the same level of playfulness, unpredictability and experimentation too.

A New Structure

However, Stress Level Zero takes a slightly different approach to the game’s overall structure this time around. Opening the game for the first time, you’ll begin the main campaign. After about 15 minutes, you’re introduced to a new hub area called The Lab. It’s here that you’ll start to realise the full scope of Stress Level Zero’s vision – the campaign is just one facet of what’s on offer.

The Lab features a range of minigames, game modes and activities to explore. There’s sandbox environments, wave shooters, time trials and parkour courses, just to name a few. After playing around in The Lab for a bit, you’ll be able to move on with the campaign, but you can return at any point during or after – it becomes a permanent option in the main menu, always accessible. More modes and levels are added as you progress through the campaign and leaderboards allow you to compete globally or among your friends.

After detouring through The Lab, the longest and meatiest section of the Bonelab campaign begins. Much like Boneworks, Bonelab’s campaign is a mix of puzzle platformer and shooter gameplay that encourages you to find creative and unique solutions using the varied tools provided. There’s a mix of enemies – including faceless digital zombies and headcrab-inspired robots – but they rarely pose a real challenge.

bonelab

The game constantly provides you with new and varied types of weapons to experiment with. Most of the campaign’s fun comes from this experimentation, allowing you to go hell for leather in dramatic fashion as you progress through each area. The more creative you are, the more fun you’ll have. The sandbox system is so open-ended that there were several points where I completed a task and remained uncertain whether I had done it as intended, or whether I invented another solution that just happened to work. The more likely answer is that it doesn’t matter: Bonelab often doesn’t care how you get from A to B, it just wants you to do so in whatever way you can.

The flip side to this is that the physics system can also be incredibly frustrating at times. Climbing a ladder or vaulting onto a ledge is always harder than it needs to be, for example, with body parts getting caught or acting out of place. Likewise, I would often reach for one item on my body, such as my pistol, and end up with something else in my hand, such as ammo. This occasional imprecision with interactions can become frustrating, and gets even worse when mobbed by enemies in close quarters.

All of this will sound pretty familiar to Boneworks players, which features the same premise and inherent problems. That being said, Stress Level Zero does introduce some new mechanics to shake things up. The most prominent is the game’s avatar system, which sees you embody a variety of characters with different physical attributes and stats (speed, weight, strength etc.). You’ll unlock these avatars in a series of worlds featuring minigames and obstacles designed around an avatar’s given strengths or weaknesses. There’s a parkour course for the speedy avatar, for example, or a retro-inspired punch-em-up minigame for the one with super strength.

bonelab avatar

Once all the avatars are unlocked, you can change between them at will using a unit on your arm. For the rest of the campaign, switching between avatars becomes a new tool to solve environment puzzles or creatively approach encounters. There are some circumstances where you’ll need to use a specific avatar to achieve an outcome, and others where you might just switch because you feel like it. It’s certainly an interesting new mechanic in theory, but in practice the campaign doesn’t always take advantage of it in many interesting ways. You can also freely switch between avatars in The Lab, which is likely where players will find more interesting uses for them.

Narrative, Post-Game Sandbox and Mod Support

In terms of narrative, Bonelab’s story is fairly thin and hands-off. The campaign is definitely a continuation of the universe and threads from Boneworks, but don’t expect many concrete answers or much narrative closure. You’ll explore a series of soulless, abandoned corporate environments and research facilities, as well as a mix of more creative MythOS worlds developed by the former workers of Monogon Industries. The campaign probably took me around six or seven hours to complete in total, but your mileage might vary depending on how fast or slow you play.

Much like with Boneworks, it sometimes feels like the campaign and narrative are playing second fiddle to the wider sandbox toolset that Stress Level Zero are creating in Bonelab. However, improvements to the post-game offering and game modes might make that more acceptable this time around. As mentioned, The Lab is a fantastic hub area with a great array of minigames and game modes to explore. That in itself offers a decent amount for players to return to post-campaign, but there’s one other major addition: mods.

At launch, Bonelab’s mod section will support importing custom avatars to use in-game and will automatically assign stats (strength, speed, etc.) to the avatar based off its silhouette. Stress Level Zero developer Brandon Laatsch says that mod support will expand over time, with plans to include support for custom items, vehicles and more.

Performance Woes

While all of this marks a solid foundation, Bonelab does have some rougher edges on Quest 2.

It’s an achievement that Stress Level Zero managed to get such an ambitious release running on standalone hardware, but it also has some notable and consistent performance issues on Quest 2. During my playthrough, I encountered frequent stutters, frame drops and many moments where it was clear that the headset was struggling to keep up. The game also crashed a number of times and there were several instances where I had to manually quit and restart the game in order to progress. It’s certainly playable, but not a completely smooth experience.

bonelab quest 2

Performance hitches aside, it’s also clear that significant compromises were made to get the game running on Quest 2. Many environments feature a heavy grey fog in the near distance, presumably to obscure short draw distances, and the game employs heavy and noticeable fixed foveated rendering. Textures are quite low in detail and often look garbled from a distance, only resolving to high detail when the player is in very close range.

Despite this, the game still looks decent on standalone hardware given the circumstances. It remains an impressive feat, but the performance is definitely on the lower end for Quest 2.

Bonelab Review – Comfort

In terms of comfort, Bonelab is an incredibly intense experience. All movement is handled via smooth locomotion on the thumbstick. Comfort options are incredibly limited, with some snap and smooth turning settings but no option for vignettes or teleport movement. You’ll also frequently encounter sequences involving other forms of fast artificial movement, such as launching off a hydraulic jump pad, falling down a long hole or riding on a fast-moving minecart.

As we touched on with Boneworks, the unpredictability of the physics system (and the pantomime involved in using it) can be exhausting and nauseating in and of itself. Likewise, the mixed performance on Quest 2 can compound the intensity even further.

All of these elements mean that Bonelab has a high potential to induce nausea and motion sickness, even for those with lots of VR experience. Players who are prone to motion sickness should take care when playing Bonelab and it’s not recommended for those who are brand new to VR.

Bonelab Review – Final Verdict

While Boneworks was a big step forward, Bonelab doesn’t reinvent the wheel. It’s very much an extension of the groundwork laid before it and for some, that will be enough.

For new and returning players, there’s a short campaign with fun moments and interesting mechanics that inspire creative solutions. However, the campaign still verges on feeling like more of an afterthought, conceived as a justification for other sandbox features, game modes and mechanics.

Nonetheless, the sandbox content on offer is quite extensive. The new game modes and burgeoning mod support should hopefully grant a high level of replayability and a long shelf life bolstered by community-made content. It’s early days, but there’s potential for Bonelab to become an ever-evolving sandbox tool that rivals its predecessor. Plus, while the performance isn’t always seamless, Bonelab’s release on Quest 2 brings the franchise to a broader player base than ever before.

With this release, Stress Level Zero offers more of the unpredictable, intense sandbox experience from Boneworks, now available on both standalone and PC VR hardware. If you’re new to VR, easily nauseated or looking for a meaty and extensive campaign, then maybe look elsewhere. But if you’ve got a strong stomach and enjoy other physically-centered games like The Walking Dead: Saints & Sinners, then Bonelab should scratch that itch.


This review was conducted on the Quest 2 version of Bonelab. UploadVR recently changed its review guidelines, and this is one of our new unlabelled review categories. You can read more about our review guidelines here

What do you think of Bonelab? Let us know in the comments below and keep an eye out for our graphics comparison, coming later today.



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VR Air Bridge: USB Dongle For Quest 2 Wireless PC VR Officially Announced

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D-Link officially announced VR Air Bridge, a dedicated USB dongle for Quest 2 wireless PC VR.

It leaked back in April when a software engineer found code in the Oculus PC drivers referencing it, then the manual was somehow uploaded to Manuals+.

The existing Air Link is a Quest feature that lets the device act as a wireless PC VR headset via your Wi-Fi network. It was shipped as a software update in early 2021, but third-party alternatives like Virtual Desktop and ALVR have been available since the release of the original Quest headset in mid-2019.

Using your home Wi-Fi network rather than a dedicated dongle presents several issues though. The signal can be degraded by the distance to the router or obstacles like solid walls, and frames can be dropped or delivered late if too many other devices are congesting the network. Before Air Link was even announced, “Consulting CTO” John Carmack floated the idea of a Wi-Fi dongle running custom firmware for wireless VR.

The spec sheet shows VR Air Bridge connects to Quest 2 via Wi-Fi 6, and to the PC via USB 3.2 Gen 1. It creates a “high-throughput and low-latency dedicated point-to-point Wi-Fi link”, avoiding network congestion and signal propagation issues.

D-Link took a direct shot at Virtual Desktop in its marketing materials, with an image captioned ‘Sharing isn’t always caring’ depicting poor signal quality on a congested network. Developer Guy Godin responded on Twitter by pointing out that his app “showed [Meta] wireless PCVR was viable in the first place”.

No price or launch date was announced, but Meta’s annual AR/VR event takes place on October 11th.



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Wednesday 28 September 2022

Zuckerberg Teases Mixed Reality Fencing Game On Quest Pro

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Mark Zuckerberg teased a mixed reality fencing game on Quest Pro.

The video shows off the soon-to-launch headset’s flagship new feature: color passthrough. We also saw the passthrough back in May when Zuckeberg teased another mixed reality demo on Quest Pro. But both videos were posted to Facebook & Instagram which apply heavy compression to uploaded content so it’s hard to judge the image quality.

Meta still refers to Quest Pro as Project Cambria – the codename given when it was announced at Connect 2021. Zuckerberg used the name ‘Quest Pro’ in an interview though, and it’s present in the Quest iOS app. It was effectively confirmed earlier this month when a hotel worker found an engineering sample with retail packaging. Zuckerberg told investors the product’s focus is work use cases, and a leaked internal memo described it as for “prosumer / industrial-grade mixed reality”  – though it will also run existing Quest content.

Whereas Quest 2’s view of the real world is a low resolution black & white, Meta revealed Quest Pro has higher resolution cameras with color and a depth sensor to make mixed reality practical.

It looks to have a more balanced design than Quest 2 with a slimmer visor, achieved through the use of pancake lenses instead of fresnel lenses. Pancake lenses are also used in the Pico 4 series – they support smaller panels with a shorter gap to the lenses, and thus a slimmer and lighter visor.

Meta also revealed the headset has built-in eye tracking and face tracking to drive avatars in social experiences. And In April a prominent supply chain analyst claimed the headset will have dual 2160×2160 Mini-LED LCD panels, up from the less than 1832×1920 pixels per eye of Quest 2’s regular LCDsImport logs suggest it will have 12 GB RAM, up from Quest 2’s 6 GB.

Quest Pro is set to be formally announced at Connect, Meta’s annual AR/VR event on October 11th. Meta revealed it will be priced “significantly” above $800 and sold alongside Quest 2, not replace it.



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Tuesday 27 September 2022

VR Comfort Settings Checklist & Glossary for Developers and Players Alike

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For those who have been playing or developing VR content for years, it might seem ‘obvious’ what kind of settings are expected to be included for player comfort. Yet for new players and developers alike, the confusing sea of VR comfort terms is far from straightforward. This has lead to situations where players buy a game but find it doesn’t include a comfort setting that’s important to them. So here’s a checklist and glossary of ‘essential’ VR comfort settings that developers should clearly communicate to potential customers about their VR game or experience.

Update September 27th, 2022: Added new sections in comfort checklist and glossary for ‘quick-turn’ and ‘dash’ to further specify the difference between instant vs. fast motion. Added ‘comfortable for most/least’ for some glossary items as a starting point to understand which VR settings tend to be more/less comfortable for most people.

VR Comfort Settings Checklist

Let’s start with the VR comfort settings checklist, using two example games. While it is by no means comprehensive, it covers many of the basic comfort settings employed by VR games today. To be clear, this checklist is not what settings a game should include, it is merely the info that should be communicated so customers know what comfort settings are offered.

ℹ We chose these two examples because a game like Beat Saber, despite being an almost universally comfortable VR game, will have many ‘n/a’ on its list because it completely lacks artificial turning & movement. Whereas a game like Half-Life: Alyx uses artificial turning & movement and therefore offers more options for player comfort.

Half-Life: Alyx
Beat Saber
Turning
Artificial turning ✔ ✖
Snap-turn ✔ n/a
Adjustable increments ✔ n/a
Quick-turn ✖ n/a
Adjustable Increments n/a n/a
Adjustable speed n/a n/a
Smooth-turn ✔ n/a
Adjustable speed ✔ n/a
Movement
Artificial movement ✔ ✖
Teleport-move ✔ n/a
Dash-move ✔ n/a
Smooth-move ✔ n/a
Adjustable speed ✔ n/a
Blinders ✖ n/a
Adjustable strength n/a n/a
Head-based ✔ n/a
Controller-based ✔ n/a
Swappable movement hand ✔ n/a
Posture
Standing mode ✔ ✔
Seated mode ✔ not explicit
Artificial crouch ✔ ✖
Real crouch ✔ ✔
Accessibility
Subtitles ✔ n/a
Languages English, French, German […] n/a
Dialogue audio ✔ n/a
Languages English n/a
Adjustable difficulty ✔ ✔
Two hands required ✖
For some game modes (optional)
Real crouch required ✖ For some levels (optional)
Hearing required ✖ ✖
Adjustable player height ✖ ✔

If players are equipped with this information ahead of time, it will help them make a more informed buying decision.

VR Comfort Settings Glossary

For new players, many of these terms might be confusing. Here’s a glossary of basic definitions of each VR comfort setting.

Turning

  • Artificial turning – whether or not the game allows the player to rotate their view separately from their real-world orientation within their playspace (also called virtual turning)
    • Snap-turn – comfortable for most
      Instantly rotates the camera view in steps or increments (also called blink-turn)
    • Quick-turn – comfortable for some
      Quickly rotates the camera view in steps or increments (also called fast-turn or dash-turn)
    • Smooth-turn – comfortable for least
      Smoothly rotates the camera view (also called continuous-turn)

Movement

  • Artificial movement – whether or not the game allows the player to move through the virtual world separately from their real-world movement within their playspace (also called virtual movement)
    • Teleport-move – comfortable for most
      Instantly moves the player between positions (also called blink-move)
    • Dash-move – comfortable for some
      Quickly moves the player between positions (also called shift-move)
    • Smooth-move – comfortable for least
      Smoothly moves the player through the world (also called continuous-move)
  • Head-based – the game considers the player’s head direction as the ‘forward’ direction for artificial movement
  • Hand-based – the game considers the player’s hand/controller direction as the ‘forward’ direction for artificial movement
  • Swappable movement hand – allows the player to change the artificial movement controller input between the left and right hands
  • Blinders – cropping of the headset’s field of view to reduce motion visible in the player’s periphery (also called tunneling)

Posture

  • Standing mode – supports players playing in a real-world standing position
  • Seated mode – supports players playing in a real-world seated position
  • Artificial crouch – allows the player to crouch with a button input instead of crouching in the real world (also called virtual crouch)
  • Real crouch – allows the player to crouch in the real-world and have it correctly reflected as crouching in the game

Accessibility

  • Subtitles – a game that has subtitles for dialogue & interface, and which languages therein
  • Audio – a game that has audio dialogue, and which languages therein
  • Adjustable difficulty – allows the player to control the difficulty of a game’s mechanics
  • Two-hands required – whether two hands are required for core game completion or essential mechanics
  • Real-crouch required – a game which requires the player to physically crouch for core completion or essential mechanics (with no comparable artificial crouch option)
  • Hearing required – a game which requires the player to be able to hear for core completion or essential mechanics
  • Adjustable player height – whether the player can change their in-game height separately from their real world height (distinct from artificial crouching because the adjustment is persistent and may also work in tandem with artificial crouching)

– – — – –

As mentioned, this is not a comprehensive list. VR comfort is a complex topic especially because everyone’s experience is somewhat different, but this is hopefully a useful baseline to help streamline communication between developers and players alike.

For developers exploring various locomotion methods for use in VR content, the Locomotion Vault is a good resource to see real-world examples.

For players with disabilities who want more options for VR game accessibility check out the WalkinVR custom locomotion driver.



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Monday 26 September 2022

Into the Radius Quest 2 Review: Immersive Survival Horror, Disappointing Port

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First released for PC VR in 2020, Into the Radius is now available on Quest 2. But does this survival horror release from CM Games hold up on standalone VR hardware? Read on for our full Into the Radius Quest 2 review.

Into the Radius, when it’s firing on all cylinders, is an incredibly immersive survival/horror game with some of the creepiest sequences in the genre today. It forces you to keep track of a lot of little details that most other games would gloss over or ignore, but that only helps to bring you further into its bizarre, slow-burn apocalypse of a world. Unfortunately, it also feels like a game that current-generation standalone VR hardware isn’t quite ready for yet. The new Quest 2 port only compounds many of the issues we had with the PC VR release back in 2020.

Into the Radius Quest 2 Review The Facts

Platforms: Quest 2 (previously released and reviewed on PC VR)
Release Date: Out now
Developer: CM Games
Price: $29.99top s

You play Into the Radius as Explorer #61, an amnesiac who may be the last human left alive in the Perchorsk Radius Zone. An anomalous event in 1987 turned the area into a surreal nightmare, patrolled by monsters and haunted by what might actually be ghosts.

You’re one of the handful of humans that can survive indefinitely in the Radius, but that also means you can’t leave. Working alone, you’re given odd jobs via computer by the United Nations task force, who are studying the Radius, to trade artifacts and objects from the Zone for the cash you need to stay alive.

Always Be Prepared

Back in 2020, a lot of people declared Into the Radius as a weirder, VR version of the 2007 PC shooter STALKER: Shadow of Chernobyl. That strikes me as doing the game a disservice. Yeah, they’re both about weird things happening in post-apocalyptic Russia, but there’s a certain frantic element to Into the Radius that sets it apart.

Here, you don’t cut any of the usual action-game corners, like all of your ammunition being thrown into a convenient stack or your backpack having a neat grid organization system for loot. Instead, you hand-load magazines, keep track of individual bullets, watch your safety, sort your own possessions and manually chamber rounds. Both magazines and weapons must be maintained by hand with oil, brushes and paper towels. If you want to use something in a hurry, you stow it in one of the many (but finite) pouches your character wears on his upper body.

into the radius quest 2

That, in turn, means that combat in Into the Radius is very much about preparation. You essentially have as much ammunition in any given fight as you do in your current bandolier of spare magazines. When you have to reload in a hurry, you’ll inevitably get a couple of moments of stark terror when you realize you grabbed an empty or half-full magazine you were saving.

It sounds like a pain in the neck, but I ended up finding it weirdly meditative. When you return to your base after a successful run through the Radius – or at least one that you managed to survive – you end up having to empty your cluttered backpack on a bench, sort through what you got, fix whatever’s broken and painstakingly reassemble your kit.

Into the Radius Quest 2 Review – Comfort

Into the Radius ships on Quest 2 with an array of comfort options, including vignettes for turning and movement. You can turn with snap movement, controllers, head tracking or a hybrid thereof, with snap, smooth or teleport movement directed by the left thumbstick.

You can also opt to customize several individual facets of the game’s overall difficulty. While you can’t turn mechanics like hunger or weapon degradation off entirely, you can minimize their impact on the overall experience. Similarly, you can tinker with enemies’ health pools, damage output, and sensory radius to make it easier or harder to play the game however you’d prefer.

I did have one issue with Into the Radius’ Seated Mode not working as advertised. The game’s tracking systems seem to be built around the assumption that you’re standing up, so trying to pull out items that are stowed on your character’s hips or lower back while you’re seated is an exercise in futility, no matter what mode you’re in.

Into the Radius only sort of has a plot. The game has no particular interest in sending you in any particular direction, besides the slight guide you get from high-priority missions, which are the closest thing the game has to a critical path. Into the Radius is huge, sprawling and full of obstacles – it’s very easy to get in over your head. The monsters you’ll encounter are often dumb but numerous, and they’ll chase you to the ends of the earth once they’ve heard or seen you. A single unsuppressed gunshot at the wrong time can turn a milk run into a rolling disaster.

Between them, the half-visible anomalies that roam the countryside and the Dali landscapes that make up most of the Zone, you’ll never feel like you’ve got a true handle on your situation in Into the Radius. It’s tense, immersive, and often genuinely creepy.

Physics and Interaction Woes

However, the gameplay is also frequently undermined by the game’s controls and physics, neither of which are quite up to the job. Take the virtual pouch system, for example, which is often unreliable. You’ve got places to stow gear on your waist, chest, upper arms and back, but the upper-arm slots in particular were difficult to retrieve items from. I lost track of the number of times I went to grab my knife, map or probes, but ended up with nothing at all.

The same problem applies to interactive items. Opening cabinets or footlockers is strangely difficult, while grabbing items off a table involves working with an unreliable context-sensitive prompt that isn’t as easy to use as I’d like. 

into the radius quest 2

The physics are equally difficult to work with. Objects in your environment will frequently shoot off in random directions like they’ve been greased, getting lost in ground clutter or ricocheting off into the distance. It wasn’t unusual to lose an empty pistol magazine or a thrown knife because they struck to the ground and glitched through it.

Ordinarily, I wouldn’t ding a game too harshly for physics glitches, but if there’s one thing Into the Radius has going for it, it’s a relentless sense of immersion. Having to scrounge for every individual resource, including items like pistol magazines that other games usually gloss over, is part of the experience. Losing one of those resources to a random glitch or bug, immediately drops you out of the simulation.

These problems were already present in the earlier PC VR release of Into the Radius, but the Quest 2 release also features substantially lower-end graphics. Nine times out of ten, this doesn’t have a serious impact on the experience, but it also means that sometimes small objects will easily blend into their environment and navigating a room in the dark is an exercise in futility. In my playthrough, I also encountered a bug that displayed the visual effects of the Radius’ lethal anomalous zones (which are supposed to be invisible, unless you use probes) at all times, allowing me to circumvent one of the game’s major mechanics. 

into the radius quest 2

Into the Radius Quest 2 Review: Final Verdict

There’s a lot that Into the Radius does right, but it’s a one-step-forward, one-step-back situation. It’s one of the most immersive survival games in VR, but being ported to the Quest 2 only furthers its issues with bland visuals, dodgy physics and imprecise interactions.

It’s a series of annoyances that would be easy to brush off in a lot of other games, but Into twhe Radius’s emphasis on resource scarcity and precision under fire makes them maddening. A few years down the line, tighter physics and advances in standalone hardware could make these non-issues, but for now, it leaves Into the Radius as an interesting but flawed experience.

Despite the hitches, Into the Radius will be well worth your time if you’re looking for a creepy, all-or-nothing survival sim, but its reach distinctly exceeds its grasp.

UploadVR recently changed its review guidelines, and this is one of our new unlabelled review categories. You can read more about our review guidelines here



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‘Bonelab’ Dev Reveals How Custom Avatars Drive Unique Gameplay

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Bonelab, the anticipated sequel of Boneworks (2019) from developer Stress Level Zero, is pushing ahead with its physics-driven gameplay by allowing players to import custom avatars which will gain dynamic stats that influence gameplay.

In the release date trailer last week we saw how Bonelab will give players a way to quickly jump between avatars which will change their size, appearance, and other attributes like speed and strength. In a new video, the studio shows off the attributes the game uses to assign the capabilities of different avatars: Height, Mass, Agility, Speed, Strength Upper, Strength Lower, Vitality, and Intelligence. The studio says the stats are based purely on the avatar’s proportions.

The studio says it also worked diligently to create a ‘body remapping system’, so that avatars that are vastly different in shape compared to the actual player’s body continue to have a realistic range of motion without having the avatar clip through itself.

But players won’t just be restricted to the avatars the game provides—Stress Level Zero founder Brandon Laatsch tells Road to VR that players will be able to import custom avatars. The game will attach stats to those avatars just like the pre-installed ones.

Image courtesy Stress Level Zero

Custom avatars for Bonelab will be based on the studio’s ‘Marrow SDK’, which will be available on launch day. The Marrow SDK will allow users to adapt third-party avatars to work with the game.

“We’ve been testing with a large variety of avatars from the Unity asset store and other popular tools and have been getting good results. We’ll likely add a template that represents best practices [for configuring avatars for Bonelab] in a later version of the SDK,” says Laatsch.

And while players can technically important whatever size of avatar they want, the studio recommends sticking to bodies from one to four meters tall in order to prevent unintended issues.

“[The height recommendation] is to prioritize any fixes that fall into that range before fixing things that go wrong at extremes. For example, if you make a 0.1 meter avatar [in the current version of the game] you are smaller than your holsters [which would be problematic]. We don’t impose any limits, so modders are welcome to venture into the WIP realms.”

Bonelab modding will also go far beyond custom avatars, says Laatsch.

Players will be able to add new levels and avatars to the game on day one. Future versions of the Marrow SDK will also allow players to mod Bonelab with additional items, vehicles, and even more complex levels.

Modding will likely be easiest with the PC version of the game, but we expect it will be possible to mod Bonelabs on Quest via sideloading. We’ve reached out to the studio for more info on that front.



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Bonelab Quest 2 Gameplay Teased In New Video

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Stress Level Zero is amping up the hype for Bonelab’s release later this week with new video of its player abilities captured on Quest 2.

The latest video posted by Stress Level Zero’s Brandon J Laatsch shows fast-paced gameplay captured on Quest 2, which is promised to run at 90Hz on the standalone headset. Abilities shown include dual wielding with a tool to build obstacles in the environment for blocking enemies and a gravity pull to grab far away objects. The video also shows rocketing into the air from jump-pads and mid-air slow-motion.

Check it out in the tweet below:

Last week Stress Level Zero revealed the imminent release on Quest 2 and SteamVR, releasing on September 29th for $39.99. The follow-up to 2019’s PC-only Boneworks is one of VR’s most anticipated titles and the Quest 2 footage provides a sense of how the experimental sandbox sequel holds up in standalone VR. Laastch also tweeted that Quest store buyers will get the PC version of the game from the Oculus store. The release date trailer for the game, embedded below, shows a look at how an arm-based tool allows on-the-fly resizing of body size and shape, affecting the player’s speed and ability to move objects in the game.

Stay tuned for more on Bonelab in the coming days.



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Sunday 25 September 2022

VR Sculptor Built Full-Size T-Rex He’s Bringing Into The Real World

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People ask VR sculptor Simon Clark why he’s building a full-size Tyrannosaurus Rex and 3D printing it one piece at a time.

“Why not?” Clark replies. “If people can’t have, or don’t have VR, what better way to put it out in the real world so people can actually see it?”

At 75 kilograms (165 pounds) of 3D printing filament so far, the New Zealander estimates he’s nearing the mid-point of his full-scale model of a complete T-Rex skeleton. He already sold the smaller one he made in 2020 and his ongoing learning process in VR modelling has brought him to new tools with bigger aspirations. He used SculptrVR for his initial work, but he’s got his hands in Shapelab now and is moving the work into tools like Blender, animating them in Masterpiece Motion, and even publishing them for visitors in VRChat.

Clark’s T-Rex is available in one VRChat world while another is home to a collection of large-size animated insects he’s designed.

“We are still only early days of this whole VR development creativity side of things,” Clark told UploadVR during a recent tour of his work. “It’s just getting better and better every year.”

Here’s some images of Clark, known as Topgunsi online, alongside the gigantic 3D-printed dinosaur as it is coming together:

Tyrannosaurus Dinosaur T-Rex Skull Tyrannosaurus Dinosaur T-Rex 3D Printing Tyrannosaurus Dinosaur T-Rex 3D Print Foot Tyrannosaurus Dinosaur T-Rex 3D Print Foot t-rex scale big dino 3d printed made in vr t-rex scale big dino 3d printed made in vr

Check out the tour and extended look at his process in the video interview below:

 

 



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Friday 23 September 2022

Pico 4 Pro Will Add Eye & Face-tracking with Auto-IPD for Enterprise

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In addition to the consumer-focused Pico 4 headset announced this week, the company has also announced a Pico 4 Pro variant aimed at enterprise use-cases.

With the announcement of Pico 4 this week, Pico is squaring up to compete with Meta’s Quest 2. But the company is seemingly also trying to ready itself against Meta’s upcoming Project Cambria, a high-end enterprise-focused standalone headset (which is rumored to be called the Quest Pro).

Alongside the announcement of Pico 4, the company announced Pico 4 Pro. Apparently due out later this year, the headset appears to be largely the same from a hardware perspective but with the addition of three internal cameras for eye and face-tracking.

With eye-tracking, Pico says the Pico 4 Pro will support automatic IPD adjustment by measuring the user’s IPD each time the headset is put on and then adjusting the IPD distance with a motorized drive. While the Pico 4 also includes a motorized drive, it lacks eye-tracking so the IPD value must be set manually.

Pico also claims the internal cameras can be used for “52 points” of face-tracking, though it isn’t clear if most of those are directly sampled or inferred from a model. Face-tracking is difficult to get right (because the results are highly subject to the uncanney valley and getting a clear view of the face is difficult); the only commercial headsets that have attempted face-tracking have had to employ bulky under-slung cameras. It will be interested to see what Pico can achieve from a largely hidden camera (which is presumably aimed down toward the user’s mouth).

Aside from eye and face-tracking, it appears the Pico 4 Pro will be essentially the same hardware otherwise, including a Snapdragon XR2 processor, 2,160 × 2,160 (4.7MP) per-eye resolution, and pancake lenses with a claimed 105° field-of-view. You can see a detailed list of specs for the headsets here.

On the software side, however, Pico 4 Pro will be substantially different. The company says the headset will include an enterprise focused variant of its operating system and won’t require any kind of “personal identification” to operate, which hopefully means no logins.

Pico has yet to announce a specific release date for the Pico 4 Pro, nor a price, though it says the headset will come later this year and will become available in the US at some point.



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Rec Room Studio Lets Creators Build Higher Fidelity Worlds Via Unity

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Rec Room Studio is an upcoming PC-based creation tool powered by Unity which lets creators build higher fidelity worlds.

The upcoming software enables creators to “quickly drop in assets and objects to existing rooms and create and share custom textures, animations, audio and more.” Revealed as part of the Rec Con 2022 event, Rec Room says the software also enables collaborative creation with other players using the Maker Pen.

rec room studio unity

Rec Room Studio “will bring top quality graphics and animations to fingertips of the creator community,” according to the startup. The new software is “coming soon” with Rec Room taking sign ups for a private beta. A company representative said Rec Room’s recent original game mode Showdown is the current public example of something built in the tool.

The announcement comes roughly two weeks ahead of Connect, an event which Meta CEO Mark Zuckerberg said would include major updates to its competing Horizon Worlds creation platform. Rec Room is already available across a wide set of devices (including phones, game consoles and VR) with the startup saying it reached 82 million lifetime users and paid $1 million to creators by the first quarter of this year. Rec Room is also available now as a standalone PC client.

The competition between platforms like VRChat, Rec Room. Roblox, and Horizon Worlds seems to be heating up as investors double down and engineers at each work to close the gap between easier-to-use tools and professional game engines like Unreal Engine and Unity. We’ll be watching this space closely in the coming months, so check back with UploadVR as we dig into the latest developments.



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Meta Researchers Demonstrate Quest 2 Body Tracking Without Extra Trackers

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Meta researchers demonstrated Quest 2 body tracking without extra trackers.

Current VR systems ship with a headset and held controllers, so only track the position of your head and hands. The position of your elbows, torso, and legs can be estimated using a class of algorithms called inverse kinematics (IK), but this is only accurate sometimes for elbows and rarely correct for legs. There are just too many potential solutions for each given set of head and hand positions.

Given the limitations of IK, some VR apps today show only your hands, and many only give you an upper body. PC headsets using SteamVR tracking support worn extra trackers such as HTC’s Vive Tracker, but the three needed for body tracking cost north of $350 and thus this isn’t supported in most games.

But in a new paper titled QuestSim, Meta researchers demonstrated a system driven by a neural network which can estimate a plausible full body pose with just the tracking data from Quest 2 and its controllers. No extra trackers or external sensors are needed.

The resulting avatar motion matches the user’s real motion fairly closely. The researchers even claim the resulting accuracy and jitter are superior to worn IMU trackers – devices with only a accelerometer and gyroscope such as Pico 4’s announced Pico Fitness Band (Pico claims it is working on its own machine learning algorithm though).

However, there is a catch here. As is seen in the video, this system is designed to prioritize producing a plausible full body pose over ensuring the avatar hands match the exact position of the user’s hands. The system’s latency is also 160ms – more than 11 frames at 72Hz. Given these issues, QuestSim would only be suitable for seeing other people’s avatar bodies, not seeing your own body when looking down.

Meta’s current legless avatars

But still, seeing full body motion of other people’s avatars would be far preferable to the often criticized legless upper bodies of Meta’s current avatars. So is this system, or something like it, coming to Quest 2?

Meta CTO Andrew Bosworth certainly seemed to hint at this last week. When asked about leg tracking in an Instagram “ask me anything” Bosworth responded:

“Yeah we’ve been made fun of a lot for the legless avatars, and I think that’s very fair and I think it’s pretty funny.

Having legs on your own avatar that don’t match your real legs is very disconcerting to people. But of course we can put legs on other people, that you can see, and it doesn’t bother you at all.

So we are working on legs that look natural to somebody who is a bystander – because they don’t know how your real legs are actually positioned – but probably you when you look at your own legs will continue to see nothing. That’s our current strategy.”

The short term solution might not be at the same quality of this algorithm though. Machine learning research papers tend to run on powerful PC GPUs at relatively low framerate. The paper doesn’t mention the performance of the system described, but an RTX 3080 is listed as being used for training.

The Meta Connect annual AR/VR event takes place in just over 2 weeks, so any body tracking announcement would likely take place during it.



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